Release by TURRICAN. Pleasesee
the tutorial below about screen resolution to
understand the new choices about the screen resolution list. If your
resolution is not supported anymore, and if you still want Duke to display
full screen as before, simply change the options of your video card (Bios or
from windows). If you are unhappy with this list because it doesn’t fill in
all your screen anymore, simply adjust the video card option for stretching
the image and you will get a distorted image, as before… If you are unhappy
about the blurry aspect of the image that the stretching does, well, please
give us some details about it into the guestbook below.

The program itself: ZIP
(0.6 MB) for the Duke Nukem 3D core files. This version features many bug
fixes and enhancements. Please check out change log below for more and be
sure to test at least the new HUD options. Source code: The source code of
the previous version is below. I’ll be happy to give you the link to the
source code of the current version upon explicit request by email to avoid
misuse and abuse of coders that could mess up the existing network of the
online community. Please indicate your real name in the email if I don’t
already know you or if it is not already attached to your Email address.

There are 2 awesome Duke connectors to play
netgames. Connectors are used for players to connect to each others. For some
silly reasons they use a different network so they don’t see each other,
which divides the community in 2 parts. If you are a hardcore player, you
will want both installed.

- YANG: http://yang-online.comWorks as a portable
APP if needed (install is not required and just unpacking it will do if
needed, with no admin privileges)

Get any footprint calculator, for
example this one: http://www.myfootprint.org/
or the WWF’s one. Select the language then click “ENTER”. The
Ecological Footprint estimates the amount of land and ocean area
required to sustain your own consumption patterns and absorb your wastes on
an annual basis. After answering 27 easy questions, you'll be able to compare
your Ecological Footprint to others' and learn how to reduce your impact on
the Earth. Try to select the various answers to see how it will affect your
footprint as the footprint is calculated in real-time as you answer the
questions. The footprint is getting a more and more popular and recognized
measure.

A footprintware asks you - if you like the
free software you are using - to calculate your own ecological footprint, by
using any web site that can do so. The Ecological footprints measure
humanity's demand on nature. The idea is to make people understand what the
footprint is, how it works and why it’s something you may want to care about.

And the currently existing tall 5/4 aspect ratio
LCD monitors are using the following 5/4 physical resolution : 1280x1024.

Here is the solution to setup the PC, to
get the optimal display on such LCD monitors, when using Duke Nukem 3D, or
any other game designed for 4/3 monitors only.

The graphic card's driver provides 3
different ways to display in fullscreen mode, any screen resolution being
smaller than the physical resolution of the LCD monitor.

With the NVIDIA drivers, this can be done
with the "NVIDIA Control Panel", under the "Desktop Size and
Position" menu, using the "Flat panel scaling" option.

- the first and default setting (NVIDIA
scaling) is to stretch the picture to the whole screen, whatever the aspect
ratio of the screen resolution, resulting in the main problem with LCD monitors,
being that the picture may be displayed in a wrong way, with a wrong aspect :
with this default setting, using a 4/3 screen resolution on a wide (8/5 or
16/9 aspect ratio) LCD monitor will result in everything looking small and
fat, while on the opposite, using a 4/3 screen resolution on a tall (5/4
aspect ratio) LCD monitor will result in everything looking tall and slim,
and in both cases, round shaped things will look elliptical.

- the second setting (NVIDIA scaling with
fixed aspect ratio) is to still stretch the picture, but this time, the
original aspect ratio of the screen resolution will be kept : with this
setting, when using a 4/3 screen resolution on a wide (8/5 or 16/9 aspect
ratio) LCD monitor, the picture will still be completely stretched
vertically, but not completely stretched horizontally anymore, while on the
opposite, when using a 4/3 screen resolution on a tall (5/4 aspect ratio) LCD
monitor, the picture will still be completely stretched horizontally, but not
completely stretched vertically anymore ... thanks to this setting, you'll
have the maximum size possible for your 4/3 picture, while still having it
displayed at the proper physical 4/3 aspect ratio.

- and the third setting (No scaling) is to
keep the original size and aspect ratio of the screen resolution, like the
option on the laptops' BIOS, which consists of completely disabling the
stretching, resulting in black borders all around the picture, unlike the
previous (NVIDIA scaling with fixed aspect ratio) setting, where there are
black borders only at the left and right of the picture, to maintain the 4/3
aspect of the picture when using a 4/3 screen resolution on a wide (8/5 or
16/9 aspect ratio) LCD monitor, and also where there are black borders only
above and below the picture, to maintain the 4/3 aspect of the picture when
using a 4/3 screen resolution on a tall (5/4 aspect ratio) LCD monitor.

Note that with both the 1st and 2nd
settings, the smaller the screen resolution, the blurrier will be the
picture.

And with the 3rd setting, the smaller the
screen resolution, the smaller will be the picture, and then, the larger will
be the black borders all around the picture.

First, here are the details for setting up
properly the games designed for 4/3 monitors only, with all of the 4 physical
resolutions for the currently existing wide 8/5 aspect ratio LCD monitors,
the goal being to use the largest 4/3 screen resolution possible, and using
the 3rd setting if the picture won't be too small in this case, otherwise the
2nd setting will have to be used, resulting in a slightly blurry picture :

- 1280x800 monitors : the best 4/3 screen
resolution choice is 1024x768 with the 3rd setting, resulting in only having
(800-768)/2 = 16 blank lines above and below the picture (in addition to the
black borders at the left and right of the picture), which should not be
annoying.

- 1440x900 monitors : the best 4/3 screen
resolution choice is 1152x864 with the 3rd setting, resulting in only having
(900-864)/2 = 18 blank lines above and below the picture (in addition to the
black borders at the left and right of the picture), which should not be
annoying.

- 1680x1050 monitors : the perfect 4/3
screen resolution choice is 1400x1050, since the vertical resolution is
exactly the same (both have 1050 pixels), resulting in both the 2nd and 3rd
settings producing exactly the same picture (no stretching at all with both
settings), with black borders only at the left and right of the picture.

- 1920x1200 monitors : the perfect 4/3 screen
resolution choice is 1600x1200, since the vertical resolution is exactly the
same (both have 1200 pixels), resulting in both the 2nd and 3rd settings
producing exactly the same picture (no stretching at all with both settings),
with black borders only at the left and right of the picture.

Now, here are the details for setting up
properly the games designed for 4/3 monitors only, with all of the 4 physical
resolutions for the currently existing wide 16/9 aspect ratio LCD monitors,
the goal being to use the largest 4/3 screen resolution possible, and using
the 3rd setting if the picture won't be too small in this case, otherwise the
2nd setting will have to be used, resulting in a slightly blurry picture :

- 1280x720 monitors : with the 4/3 screen
resolution choice of 800x600 and the 3rd setting, you would get (720-600)/2 =
60 blank lines above and below the picture, which could be annoying, making
the 2nd setting a better choice, despite a slightly blurry picture in this
case.

- 1366x768 monitors : the perfect 4/3
screen resolution choice is 1024x768, since the vertical resolution is
exactly the same (both have 768 pixels), resulting in both the 2nd and 3rd
settings producing exactly the same picture (no stretching at all with both
settings), with black borders only at the left and right of the picture.

- 1600x900 monitors : the best 4/3 screen
resolution choice is 1152x864 with the 3rd setting, resulting in only having
(900-864)/2 = 18 blank lines above and below the picture (in addition to the
black borders at the left and right of the picture), which should not be
annoying.

- 1920x1080 monitors : the best 4/3 screen
resolution choice is 1400x1050 with the 3rd setting, resulting in only having
(1080-1050)/2 = 15 blank lines above and below the picture (in addition to
the black borders at the left and right of the picture), which should not be
annoying.

And to setup properly the games designed
for 4/3 monitors only, with the currently existing tall 5/4 aspect ratio LCD monitors,
which all have the same 5/4 physical resolution of 1280x1024, the perfect 4/3
screen resolution choice is 1280x960, since the horizontal resolution is
exactly the same (both have 1280 pixels), resulting in both the 2nd and 3rd
settings producing exactly the same picture (no stretching at all with both
settings), with black borders only above and below the picture.

Note that the 4/3 screen resolution of
1400x1050 may be unavailable, in which case you would need to manually add it
as a custom screen resolution (8 bits color depth/bpp for xDuke) : this can
be easily done, using the graphic card driver.

Also, note that the ATI drivers also
provide a screen resolution scaling/stretching option and a custom screen
resolution feature.

Learn from some top world players of Duke
3D death matches

Learn advanced styles and strategies to
play Duke3d netgames by watching good player’s recorded games. This can be
done by downloading recorded games, called DEMOS files. Those are small files
that record the key presses and reproduce them in xDuke directly, so you can
see what it looks like. Simply download them from Matt Porter’s web site at http://duke3d.org/Database/XDemos_view.php
and copy them into your xDuke directory. Then start xDuke. Use K to toggle
user’s view. Although you should not expect to reach such skills, you will
learn many strategies by simply paying attention to their style... This truly
is RPG art.

Misc Stuffs [text updated May
2009]

Add-ons - high quality Duke Nukem Tunes
(ogg files):

You can unpack one of the 2 following pack
it manually, in which case the *.ogg files should be extracted where
duke3d_w32.exe is located, or better, in the \ tunes\ folder - this way the
ogg files are not mixed with the other files of Duke Nukem.

Pack 1: Mark McWane’s
personal pack (108 MB). This pack contains Mark McWane’s hi-quality and personal
arrangements of the Duke3d songs for Duke Nukem 3D. Mark tried to improve the
original tunes to his own personal taste. Speed and instruments are a bit
changed when compared to the original tunes. He did an impressive job. Note:
The Main theme is from Lee Jackson, not from Mark. It is an auto extract
archive with an installer. If you prefer the true original music, you may
like the pack 2 below better though.

Pack 2: Brandon
Blume’s original Roland SC-55 Music pack (126 MB). There is NO
personal arrangement in this pack, unlike the first one. So if you want
to hear how the real tunes sound (which I recommend, at least once), then you
want this pack. Here is what Brandon wrote about this his pack: “I created
a new music pack for Duke Nukem 3D as was recorded from the Roland SC-55 MIDI
module so that the soundtrack could be heard the way it was always meant
to be heard in 1996 for EDuke32, xDuke and whatever else supports OGG
substitution for the original MIDI soundtrack. I was in contact with a guy named
Turrican on the 3D Realms forums for a while and he helped me fix up the
tracks to be played properly as the Duke3D MIDI files aren't like normal MIDI
files that can be played back on just any MIDI player”. Brandon’s
nickname is MusicallyInspired. Turrican who is a xDuke coder, explained that
“since the Duke Nukem 3D MIDI musics were composed on a Roland Sound
Canvas MIDI synth, this means then that the only way to hear them the way
they were meant to be heard is by performing the playback
on the Roland Sound Canvas MIDI synths only. However, despite I've
done a lot of efforts to fix the MIDI music code, we've got to realize that a
very few people will actually play Duke with a real Roland Sound Canvas MIDI
synth. So, instead of leaving the players with the only solution of using
their (cheap) sound card, or the very average Microsoft Software MIDI synth,
resulting in a different music experience (if not bad) than the one which was
intended, I think we should also provide the OGG music support, _along_ with
the MusicallyInspired's Duke Nukem 3D music pack he has recorded with his
Roland Sound Canvas SC-55, allowing everybody to experience the Duke Nukem 3D
musics, the way they were intended to be heard.”

A GNU Duke Nukem 3D port for WinXP/Vista
and more [text
updated May 2009]

A few years ago, 3D Realms decided to
release the source code of their award winning Duke Nukem 3D dos game - aka
Duke3d - so it could be ported to various OS’ as Windows, Linux, Unix etc ..
Ryan Gordon (Icculus) created the first working port based on the original
Duke3D source code. Dave L. Koenig enhanced Icculus’ port and created the
Rancidmeat port v19.1. Both did an incredible job. Unfortunately Dave was too
busy and the small Duke community couldn’t wait any longer for the glitch and
bug fixes. As a consequence, the gamers playing multiplayers and netgames
eventually stopped playing the Rancidmeat port at the end of 2005. For this
reason I decided to update an unofficial Rancidmeat called Rancidmeat
Reloaded v19.6. The Rancidmeat Reloaded v19.6 was containing something like
60 new fixes versus Rancidmeat v19.1. They were small fixes but they were
really needed for the netgamers. This made Rancidmeat Reloaded the played
port again for online multiplayer games. Dave didn’t know I updated his port
(I could not contact him). When he eventually went back one day, he wasn’t
happy of me having updated / replaced his stuffs (I’m sorry again). He
preferred to keep his current port and preferred me to create a separated
version. This is how xDuke port was born! Since that Dave became a very nice
guy to deal with, and we exchanged a lot of code for our respective Duke
port.

The Main Duke3d ports [text updated May
2009]

There is not one single Duke Nukem 3D port
that does everything. That’s why it’s good to keep some diversity. Below are
the main ports you may like depending on what you are looking for. Just
Google the port names to find the latest link on the internet:

xDuke (this port): it is based on
Dave’s Rancidmeat / Icculus port. xDuke port tries to focus on the original
gameplay and multiplayers. xDuke is often very appreciated by dukers who play
online a lot. It has been the most popular port for Duke3D netgames for
years, although EDuke32 is now also starting to be popular and pretty good
for multiplayers and netgames – see below. Note: xDuke and EDuke32 are
unfortunately not network compliant.

EDuke32 port: from Richard
Gobeille. It is by far the most advanced Duke port overall and most
frequently updated. EDuke32 is intended for mod designers, mod players, HRP
lovers (enhanced graphics and 3D engine), and regular players either single
or in multiplayer//network. Very nice interface, neat code. EDuke is based on
JonoF code and the original EDuke, so it does all what JonoF does + adds a
strong con file support and customization + a lot of fixes and features.
EDuke32 works in a legacy Duke 3D mode by default. Many interesting xDuke
options related to netgames can be found in EDuke32 as well, such as:
playback camera on/off, weapon model can be turned on/off, autoaim can be
turned off for non bullet weapons, smaller HUD to have a bigger screen, can
hear opponent sound etc. Furthernore, EDuke32’s netcode is based on
Rancidmeat’s netcode, thus making it very suitable for netgames. EDuke32 is
the most popular Duke 3D port for single player games and now also the most
popular port for netgames along with xDuke. People who are looking to port
the Duke Nukem 3D code to various OS should consider this port IMO. http://eduke32.com/

JonoF port: from Jonathon
Fowler. He started from scratch and uses a new engine on which Ken Silverman
added an OpenGL support in particular for new 3D models. I’d recommend to use
EDuke32 http://www.jonof.id.au/jfduke3d

Rancidmeat port: from Dave L.
Koenig. based on Icculus port. It was the 1st available port for
netgames and the author of the current best netcode. http://www.rancidmeat.com

Icculus port: from Ryan C Gordon
et. all. Only in CVS source code form, you will have to compile it.
Advantages : Extremely portable code, if you are looking for rare platforms
to play Duke3D as Atari, Amiga etc .. you will want this port (be sure to
also consider EDuke32 if you need porting to special OS’s).

xDuke V19.7.1 (old) Free and Opensource
under GPL.

The program itself: SELF
EXTRACT with installer or ZIP
(0.8 MB) for the duke3d core. The GRP file that has the game’s data is
separated, below. Source code is here.

The data file DUKE3d.GRP – (Needed if you
don’t have any full GRP file already): 1.3d
SHAREWARE GRP (4.3 MB) data file. The GRP file contains all the data
sound, characters. You need at least one version of the GRP file. This
shareware *.grp file is for those who don’t have any GRP File. 3D Realms
policy doesn’t allow me to distribute the full data GRP file either 1.3d full
or 1.5 Atomic full. xDuke supports all the 4 official base GRP’s that are 1.3
shareware, 1.3d full, 1.4 Plutonium and 1.5 Atomic. The same xDuke EXE file
can be used to play a full GRP version. Here is how: 1. Copy your full
duke3d.grp from your original Atomic CD or 1.3d duke3d CD in xDuke’s folder. 2.
Rename it as duke3d.*.grp, say duke3d.15.atomic.grp is a smart choice if it’s
an Atomic grp file 3. Start your xDuke port. Since you now have 2 GRP
files in the same folder, the xDuke port will ask you to select the GRP you
want to use: shareware or full. You should keep the shareware GRP to play
netgames with players who do not have the full version.

Change log xDuke v19.8 vs 19.7.1 – May 2010

This version is not network compliant with
19.7.1. If you try to mix different versions for netgames

you will get an explicit message showing
the mismatching versions of the currents players. The game won’t start.

Enhancements

- new
feature allowing to resize the full and mini statusbars, the crosshair, the
fragbars, all of the text messages (console included), and the whole menu
- ability to disable the green background at the left and right of the
reduced statusbar and fragbars, for better visibility
- ability to change the fragbars layout, to a new "side-by-side"
layout
- more convenient way to chat, using the console (open and close it, using
the "console key")
- if you didn't had the time to read a message before it disappeared, you can
still find and read it in the console
- replaced the console's minitext font with the same blue gametext font used
for the messages
- console commands must now start with either the '\' or '/' sign
- use the new '\cmdlist' console command, to display a list of all the
available console commands
- to display the description for a specific console command, use '\help
<command>'
- in addition to the "Page Up" and "Page Down" keys
scrolling the console's history output line-by-line, now, holding the
"SHIFT" key while using these 2 keys will scroll page-by-page
- in addition to the "End" key which instantly brings the console's
history output to the bottom, now, the "Home" key will instantly
bring it to the top
- the "ESC" key is now also used to clear the console's text input
field (it still closes the console, if the text input field is empty)
- the '\playmidi' console command is renamed to the '\playmusic' console
command, since it can also play hi-res tunes
- the xDuke version number is written at the bottom-right of the console
- opening the console will only pause the game in single player mode, but not
in fake multiplayer mode anymore
- increased maximum screen resolution from 1600x1200 to 2048x1536
- a predefined list of screen resolutions is used, providing only
the most common screen resolutions, and the unsupported screen
resolutions are greyed
- when using the xDuke's extra statusbar, the player's health value is now
displayed in yellow, when less than 50, and in red when less
than 20
- removed the 72000 bytes limitation for MIDI files
- default value for "MusicVolume" is now 256, so that the volume
Control Change events' value from the MIDI files is unaltered by default
- default value for "FXVolume" is also changed to 256, to be
homogeneous with the new "MusicVolume" default value
- increased the slidebar's range, allowing to reach the maximum value of 256,
for the music and sound volume
- added back in the CFG file, the "NumVoices",
"NumChannels", "NumBits" and "MixRate"
variables
- default value for "mouseSensitivity_X" is now 4, and
"mouseSensitivity_Y" is now 8

Bugs fixed

-
replaced the buggy and incomplete "xmidi" music code, with the
JFDuke3D MIDI music code (20051009), fixing the EMIDI custom format support
- improved and fixed the JFDuke3D MIDI music code (20051009) with the
following changes :
- added support for MIDI SysEx messages
- fixed masks for the "immediate"
MIDI messages method
- fixed MIDI reset, using the
"immediate" MIDI messages method, to perform it entirely
- changed "GENMIDI_DefaultVolume" to
100
- added manual reset of the Pan, Reverb,
Chorus, Bank Select and Program Change
- added the "GS Reset" SysEx
message, in addition to the manual reset
- fixed small cut in MIDI music after
unpausing it
- changed MIDI device type to
"EMIDI_SoundCanvas"
- added patch for the original "INHIDING.MID" file, to fix
a "Bank Select" message for the channel 4, trying to select an
instrument variation which doesn't even exist on any "Roland
Sound Canvas" MIDI synth
- added patch for the original "STALAG.MID" file, replacing the
4 wrong EMIDI controllers 111 (track exclusion) in the track 2, by
the proper EMIDI controllers 110 (track inclusion/designation)
- external MIDI files were not read
- fixed bug introduced in the DOS Atomic Edition, where the digital
music "BONUS.VOC" file, played at the bonus/score screen, would not
stop playing after you finish the last level of any of the episodes
- added patch for the "WIND_REPEAT" entry in the original Atomic
Edition "USER.CON" files, fixing the wind ambience sound which
wasn't looping anymore, in the ending animation and nuke logo screen of the
3rd episode
- fixed bug from DOS Duke, where there was one visible line of garbage,
just above the full statusbar, and where the bottom line of the fragbar was
missing, depending on the screen resolution
- fixed bug from DOS Duke, where the inventory icons' vertical position was
affected by the amount of fragbars
- fixed the ':' sign mistake from DOS Duke, for the big red menu text,
and added support for the '/' and '%' signs
- when finishing the 3rd episode, the whole Duketeam screen was
missing when using the Registered v1.3D GRP file
- crash when loading a GRP file having the "read-only" attribute
- the "expander" weapon is now classified as a bullet weapon when
using the "bullet only" aiming mode
- screen resolution selector not blinking anymore, when selecting the current
screen resolution back, or when moving the cursor to another line in the menu
- when using hi-res tunes and starting the 4th episode, the menu music was
not stopping and wouldn't let the briefing music play
- in single player mode, if the game was paused with the "PAUSE"
key before opening the console, then when closing the console, the game would
be unpaused but the music wouldn't be resumed

-
pressing the "ESC" key when the console was opened would bring the
main menu (if the menu wasn't already opened before opening the console)

Change log xDuke v19.7.1 vs 19.7 – April
2006

This version only fixes some bugs for
stability and comfort. No new features.

It is fully compliant with 19.7, meaning it
will let you play both 19.7.1 and 19.7 users

FIX_00054: Changed MouseSensitivity and
MouseSensitivity_Y to MouseSensitivity_X_Rancid and MouseSensitivity_Y_Rancid
respectively, so you can use the same CFG for both JonoF and Rancid / xDuke
without changing the mouse sensitivity all the time

FIX_00043: Nicer exit on error. Ask the
user to hit a key on exits and error exits.

FIX_00045: Autoaim mode can now be toggled
on/off from menu

FIX_00050: send game's rev to opponents

Frequently Asked Questions

- Duke slows down and he's almost stuck when
I pick up a new weapon or get hit. It gets normal again after 1 or 2 seconds:
This bug happens when xDuke is processing some fadding effects and when some
application running in the background are using or locking some video
ressources, like winamp, bittorrent, Longhorn inspirat theme, and some
applications using special video effect. Try shutting them down 1 by 1 and
see if it helps. Use Ctrl-Alt-Del under the the process tab to kill invisible
applications

- My color are all messed up sometims: simple
hit alt-enter to toggle fullscreen\windowed mode. Do it again to get back to
your initial mode. It will restore the colors.

- The mouse doesn't work and I see a mouse
pointer: hit alt-m, This grabs or frees up the mouse. It's usefull to free
the mouse when you are in windwed mode.

- duke is globally slow: you are using a
too hi resolution. Lower the resolution in the video options till it's fine.
It's useless to run xDuke in your maximum resolution, like 1600x1200. Using
800x600 is way enough. Go in option and select the SHOW FPS option. This will
show you the Frames Per Second of the game.

- Keyboard setup menu is slow as hell in
1024x768 resolution mode _only_ : Change that resolution to a lower one, or
try using a higher resolution if you've got enough cpu power : if you have
got a fast enough CPU, even in higher resolutions than 1024x768, this
slowdown won't happen. This is a known slow down bug in the 1024x768 screen
resolution, and it will be fixed in the future, if possible : simply avoid it,
for now

- Duke is slow when (looking down) on
slopes, when getting closer or against to any sprite (even the sprites stuck
on walls). Same issue as the previous question. Change the resolution to
something else than 1024x768 by setting either a lower or higher one if you
have enough CPU power.

- I don't have any *. cfg file: You need
only 2 files, the exe and at least 1 *.grp file. Nothing else is needed. The
*.cfg will be recreated by xDuke if it's missing.

- Where are the con files? xDuke uses the con
files it finds in the grp files, as they are always included in the grp file.
External con files are thus not required. You can still use external con
files if you like.

- Duke Nukem 3D is now free under the GNU
licence. See Licence below.

- To update to a full version, you only
need to provide a better duke3d.*.grp as the one provided with the atomic
pack. (3Drealms Licence doesn't allow me to distribute the full version of
the GRP, this is why this port has a shareware GRP only)

- To play online, report bugs and
questions, visit: http://forums.dukesterx.net

- To use multiple GRP file, rename them as
duke3d*.grp in your duke's folder.

EG: duke3d.13.share.grp for
the shareware v1.3

duke3d.13d.full.grp for the full version of 1.3 (called v1.3d)

duke3d.15.atomic.grp for Atomic etc ...

xDuke will ask you what *.grp to use if it
finds more than one base GRP file.

- Shareware GRP doesn't allow to play
user's maps. You can still play netgames.

- This port was originally started by
Icculus (www.icculus.org) then by Dave (www.rancidmeat.com) who gave the name
of "rancidmeat" duke3d port. I have included all of his
documentation below. Dave's lastest rev was rancidmeat v19.2. I decided to
fix bugs and glitches to keep the port alive and renamed the port xDuke as
Dave asked it. xDuke port is available at http://duke3d.m-klein.com

- I found a bug. What can I do? Report it
in the forums http://forums.dukesterx.net

- What's the "tunes\" folder?
This folder contains the new hi-quality arrangements of the Duke3d songs by
Mark McWane. If this folder is not found, you will only hear the midi
formatted songs. See http://www.markmcwane.com/ for more cool songs!

What kind of Duker are you?

Here is a little quiz to determine what
kind of Duker you are. Answer “yes” or “no” to these questions.
This test has a high level of accuracy. It may seem weird if you are an
occasional player.

4. I avoid walking in vents during a
deathmatch or keep closing doors.

5. I use RPG inside, shotgun outside but
the Pistol is the most powerful weapon in open spaces.

6. Back in 1997, I was always hitting the
exit once before starting serious netgames

7. Opponent’s sound is extremely important

8. I’m a mouser or sidewinder user, but the
sidewinder users were moving even faster

9. I know how to kill someone hiding in a
mirror

10. [FDF] c-eAGLE or Dork~Holly sounds
familiar.

11. Strafe + forward are like one single
key for me.

12. I can finish Hollywood in less than 15
sec, in “damn I’m good” mode

13. Warps are the coolest things ever
created in the whole FPS history.

14. I can stick invisible Trip Mines.

15. Trip mines already saved my ass as I
was falling and running out of jetpack.

You have answered yes…

0 time: You are normal player. Keep playing
good players and never give up. You’ll truly enjoy what you still have to
learn.

1 time: You are a good player, already
beyond the average. Keep going on, you have a good potential.

2 times: You surely enjoy netgames a lot!
You are a real fan and you would beat anybody at 3Drealms :-)

7+: times: You are a hardcore player. A
very few people can beat you.

10+: times You are Duke Nukem in person and
you are experiencing the highest level of Duke3d’s gameplay. You are detail
oriented, perfectionist, you pay attention to the others and your brilliant
not only in Duke but also in the every day’s life, as Dro said one day.

Death Match strategy guide by Elastigirl and
Co. (Recycled from Wikipedia.)

There are a few things that a player may
want to know about before engaging in any Duke Nukem 3D Death Match game to
improve his/her skills:

Basic

·Don't
stay still. Ensure the player is in run mode, and keep moving. A moving target
is harder to hit than a stationary one.

·Use the
mouse to turn left and right rather than using the keyboard. This will
improve your aiming accuracy. The keyboard is typically used as Z and C to strafe
left and right, X and S for crouching and jumping. Various keys are used for
weapons selection, Steroids, Medkit, Jetpack, to send message, and opening
doors.

·You do
not need to aim up and down. There is already in-built auto-aiming on the
Y-Axis.

·Assign
a Key for the Medkit. Alternatively, it can be assigned on a key that is also
used for another function. Eg: bound to Fire or Jump. This way the Medkit is
used each time fire or jump is activated.

·The two
most important weapons are the RPG (which is efficient in small spaces, as
well as corridors) and the Shotgun. For open spaces, the RPG is not as
efficient as it is too slow. In this case, the Shotgun should be the weapon
of choice.

·The
Freezer, Devastator, and Pipe Bomb weapons are useless most of the time
during a DeathMatch.

·Use the
Steroids when shrunk. They will get Duke's full size back immediately.

·Using
strafe and forward at the same time will increase the speed about sqrt(2) =
41.4%, like in most old FPS (First Person Shooter) games. Of course, moving
this way is more difficult as the player will move diagonally.

·Put 3
or 4 Trip Mines close to the ground in slopes. They will be invisible and
fatal.

·Use the
Steroids and learn to aim at high speeds.

·Turn
off the music, but leave the sound on. Pay lots of attention to the sounds
generated by the opponent's events. They will indicate his activity and give
you information where he is located.

·Note
that the Pistol is usually underestimated even by very good players. This is
the most powerful weapon in large open spaces. A good place to try the pistol
is the Stadium level. The pistol is accurate and has long range.

·Figure
out the moves of your opponents and try to anticipate them.

·When
your opponent is on steroids, try to use nightvision goggles, it will help
you locating him within that annoying trail.

·Nightvision
goggles also help you to distinguish between holoduke and real duke

Expert

·Get all
the important items even if not needed, just to stop your opponent getting
them (important items include Atomic Health, Steroids, Medkits, Shotgun and
RPG). If you already have the Steroids, activate them in order to be able to
pick up a new bottle. If you are already 200% in health, hurt yourself with
the RPG or by jumping so you can pick up new Atomic Health.

·Put
trip mines at respawn points, but only if your opponent dies more than you do.
Otherwise, you will trap yourself more than trapping the opponent.

·Learn
the warps (NOTE: The warps were actually a bug in the v1.3 engine and were
eventually fixed in v1.5, or the Atomic Pack as it is known)

·Sometimes,
you may want to remove frags from your opponents, so they go back to 0 or
less (get a negative score). A good way to do this (make sure you have 200%
health, full armor and steroids first) is to go in an alley, vent or
corridor, and use the steroids to catch your opponent. Stay very close to him
and then hit him with the Shotgun. If your opponent shoots you with the RPG,
he will hit himself as much as he hits you. Your goal here is to make the
opponent's health a bit smaller than your own. At worst, your opponent will
shoot an RPG Rocket and both of you will die. At best, you stay alive and the
opponent kills himself only, removing 1 frag.

·Stick
trip mines on walls when falling. They will stop you falling, allowing you to
avoid crashing at the bottom if running out of jetpack.

·Play
hardcore gamers and talk with them. That’s the only way to improve.

[ Back to Home ]
xd#m-klein.com. (Replace # by @) Last update: 05-2010